ORDER FOR TWO
Design goal
My team and I took a concept of a 2-character vertical-platformer in which the single player controlled both characters simultaneously.
I was in charge of elements of level design, the creation and design of the achievement system, overseeing the art for this project and contributing to the overall design of the game
We made this as a 4 week-long prototyping project for class. We had a lot of fun making this but also learned a lot about remote designing, precise and efficient communication as we started this project right at the start of the 2020 pandemic. We hope you enjoy playing it too!
​
Keep calm and remember: Its Pizza Time!





Level design work
My level design work on this level was to complete an engaging bonus level for players to play if they unlocked the correlating achievement.
Here is my final draft for the level layout, meant to challenge what the player learned and had been tested on during the previous 3 levels of game play.
In this diagram, we have ladders that only drop when the right switch is pulled on, so players will have to make sure they are being precise in how they jump and fall to ensure both characters scale to the top
Achievement system
One of my tasks was to create an achievement list and it's in game system for our prototype. Not being a proficient coder, I looked to guides and tutorials to create an in game achievement system. Which led to the fun designing portions, picking what the players would be awarded for, how and when. This is the finalized list of possible achievements in Order For Two.
​
Achievements
Looking to Collect: Picked up 10 collectibles on route
Speedy Delivery: Completed a level in under 45 seconds
Rookies Luck: Completed first level
Cold Pizza: Took over 2 minutes to complete a level
Tip! Look behind things! : Player found a tip behind crate
Big Tip! Big Bonus!: Collected enough stars through the levels to unlock the bonus level!(40)





art direction




As the team member with the most expertise in art/graphic design, I was designated the art director. Meaning I was in charge of overseeing stylization, pallet choice, concepts and assets. The art in this game is something I am really proud of because although I did not create all assets, I am happy with the style and how cohesive everyone's assets looked together on screen
Here I have the finalize concept art for the two playable characters based on the neon pink/blue and black pallet we had decided on early in the games development. I also drew and coloured the frames for both of "Blue's" in game animations.
​
Next are the pick up assets I designed for the game, as you are playing as two pizza delivery people, it only made sense to have the currency/collectibles be what all food delivery people are looking for on their journey: TIPS! We decided upon 3 variations of collectibles, Big tip(top), small tip (middle) and coins (bottom). Which, when we expand upon this prototype will translate to correlating amounts of money collected. And said collected "TIPS" can be spent in game on different outfits and boosts.
​
I also designed both the title screen and credits screen, everything else was done by the other two artist's on the team.
Wanna play?
If this design or game premise interests you, we do have this prototype playable on both mac and PC, click on the credits screen to be taken to my teammate's itch.io page to download and play the game.